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Spells:
Ignite
Flash
Ability Order
Darkness Rise (PASSIVE)
Mordekaiser Passive Ability
Introduction

- Great capacity for farming, especially once

- Good sustain power once


- Becomes fairly tanky late-game with

-

- Shield from

Cons:
- Easily harassed early game, and has a hard time restoring health until

- No escape spells aside from the Summoners you take
- All of his abilities cost health, which sometimes is not worth the benefits of

- Fairly squishy until his item build gets going.
Overall,





Passive -

35% of the damage dealt from abilities is converted into a temporary absorption shield. Shield generation is only half as effective against minions and monsters. Maximum shield strength is 90 + (30 × level). The shield decays by 3% per second.
This is the reason that Mordekasier can truly be a terror during the laning phase or during a team fight. The shield gains double its strength on Champions, which makes 1v1 duels against Champions a piece of cake with the combined


Q -

On next hit, Mordekaiser swings his mace with such force that it echoes out, striking up to 3 additional nearby targets, dealing 80 / 110 / 140 / 170 / 200 (+1.0 per bonus attack damage) (+0.4 per ability power) magic damage. If the target is alone, the ability deals 132 / 181.5 / 231 / 280.5 / 330 (+1.65 per bonus attack damage) (+0.66 per ability power) damage.


W -

Mordekaiser unleashes a protective cloud of metal shards to surround an ally or himself, increasing their armor and magic resistance by 10 / 15 / 20 / 25 / 30 and dealing 24 / 38 / 52 / 66 / 80 (+0.2 per ability power) magic damage per second to enemies in the cloud for 6 seconds.
This ability is also great to use during a team fight, since it both grants Armor and Magic Resist while also dealing a fair amount of damage to those around the unit with the cloud. This spell is best utilized on whoever is in the middle of the team fight and can deal the most damage with the spell, whether it be yourself, your tank, or one of your carries who's getting focused down. Once combined with


E -

Mordekaiser afflicts all enemies in a cone in front of him, dealing 70 / 115 / 160 / 205 / 250 (+0.6 per ability power) magic damage.
This spell is very simple, bu incredibly powerful. Once it reaches level 5, you can clear the caster minions with





R -

Mordekaiser deals 12 / 14.5 / 17% (+0.02% per ability power) of the target's health as magic damage to the target and curses it, dealing 1.2 / 1.45 / 1.7% (+0.002% per ability power) of the target's health every second for 10 seconds. Mordekaiser heals himself for the damage done.
In addition, if the target dies while under the effect of the curse, their soul is enslaved and will follow Mordekaiser for 30 seconds. During this time, Mordekaiser gains 20% of their ability power and attack damage. The spirit in turn gains 75% of Mordekaiser's adjusted damage, ability power, and health totals.
This final ability can really be the clinch move in a team fight if it is used on the right target. If your team is focusing down one of the carries, preferably the AD carry for this spell though the AP carry works well too, then you can cast



Offense:
These are the BOOM HEADSHOT masteries, and the first few are a must regardless of whether you chose any of the three trees to focus on.
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- (21/0/9)

- (21/0/9)

- (21/0/9)

- (21/0/9)


Defense:
These masteries would be helpful, should you chose to focus on Defense or just dip into the tree a little bit.
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-


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That's as far as I'll go into the Defense tree, but the general Tank masteries are the others you would grab to double as a Tank as well as a Mage, though granted your build would probably have to change slightly.
Utility:
I choose Utility as my focus tree for a few main reasons, which I'll go over as we examine each of the masteries.
- (21/0/9)


- (21/0/9)

- (21/0/9)

- (21/0/9)

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-


-


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Good to Pick:
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-

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Bad to Pick:
-



-



-


God-Awful to Pick:
-



-

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- x9

Seals:
- x9

- (Optional) x9 Greater Seal of Vitality: Good against non-AD opponents
Glyphs:
- x9

- (Optional) x9

Quintessences:
- x3

- (Optional) x3

Now there are plenty of other optional runes to have, but these are the most consistently useful ones, but it all depends on your opponent.
As a general first buy item,












Mid Game - Late Game:
After purchasing those two items, move into












It's also worth noting that the Armor and Magic Resist buff from


Farming on





Finally, if you are trying to pester with



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